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Making a Character.

Posted by OracleFor group 0
Oracle
GM, 3 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:17
  • msg #1

Making a Character

Getting Started
Nothing contributes so much to tranquilize the mind as a steady purpose -- a point on which the soul may fix its intellectual eye. - Mary Wollstonecraft Shelley

You will need a deck of tarot cards that can be reversed to play this game.  Reversing in this case will mean that you will know the top from the bottom of the card when looking at its face but not know its top or bottom when looking at its back.  Shuffle the cards well so that some cards will get reversed when you mix them up.  You can play this game without reversing cards but will miss some of the aspects of the cards that may add rich complexity.

For RPOL, I will deal 10 cards for you and you can arrange the cards however you like, but MUST keep the orientation.  If it is REVERSED when I give it to you, then that is how it will stay and from that its meaning will be determined.
Oracle
GM, 4 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:18
  • msg #2

Making a Character

The Character
I had always been fascinated by the bizarre world of cards. - Ely Culbertson

Cards may influence your fate, but you hold influence over the cards.  You must still play with the cards you’ve been dealt.  Ten cards will determine your character and your starting resources.  Five cards will be used to describe your presence, practice, origins, mental defense, and weakness or flaw.  The Major Arcana and each suit of the minor arcana will have broad notions attached to them for each attribute.  Each card and its orientation will have specific notions attached to it in regard to the attribute.  Some specific notions may challenge you in the manner of how they can be applied.  These specific notions are guidelines to help you create the description of the character you are building.  As you read, examples will be provided to illustrate this idea.
Oracle
GM, 5 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:23
  • msg #3

Making a Character

Presence
But ‘tis my presence that doth trouble ye. - William Shakespeare

This intrinsic quality of the character will drive them towards certain types of training or professions.  People and creatures will view the individual a certain way.

Leviathans / Pentacles or Coins / The Element of Earth
This character has a calming, stoic presence with elements of (the card).

Submersibles / Cups / The Element of Water
This character has a shadowy, fluid presence with elements of (the card).

Engines / Wands / The Element of Fire
This character has a mysterious, piercing presence with elements of (the card).

Airships / Swords / The Element of Air
This character has a strong, imposing presence with elements of (the card).

Major Arcana / An Element of the Wyrd
This character has a knowing, aloof presence with elements of (the card).

An example of an easy interpretation may be the Five of Airships.  This card comes with the notions of Envy and Humiliation.  This character has a strong, imposing presence with elements of Envy and Humiliation.  Others may envy the character or others may find themselves humiliated in their presence.

An example of a more difficult interpretation may be the Reversed XII Suspension Tank.  This card comes with the notions of Puppets and Martyrs. This character has a knowing, aloof presence with elements of Puppets and Martyrs.  This type of character may simply surround themselves with literal puppets but will also know how to manipulate them and this extends out towards people.  Having others do this characters bidding and lauding them as martyrs is how they might operate in life.

Your interpretations may differ.
Oracle
GM, 6 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:28
  • msg #4

Making a Character

Practice
Look to the essence of the thing, whether it be a point of doctrine, of practice, or of interpretation. - Marcus Aurelius Antoninus

The only attribute that relies upon another, Practice is informed by Presence.  The two cards in conjunction determine what types of activities the character may be adept at practicing.

If Presence = Leviathans / Pentacles
Leviathans
They are adept at healing and medical practices with an aura of (the card).

Submersibles
They are adept at alchemy and identifying poisons with an aura of (the card).

Engines
They are adept at researching relics and tracking down clues to find them with an aura of (the card).

Airships
They are adept at communing with nature with an aura of (the card).

Major Arcana
They are adept at connecting with a divine power that can grant miracles in times of need with an aura of (the card).

If Presence = Submersibles / Cups
Leviathans
They are adept at dodging, parrying, and moving around with an aura of (the card).

Submersibles
They are adept at hiding in plain sight and blending into the crowd with an aura of (the card).

Engines
They are adept at creating alternative forms of communication with an aura of (the card).

Airships
They are adept at finding resources by any means with an aura of (the card).

Major Arcana
They are adept at navigating the politics of a situation when possible with an aura of (the card).

If Presence = Engines / Wands
Leviathans
They are adept at manipulating how others perceive actions and the environment with an aura of (the card).

Submersibles
They are adept at predicting and manipulating the weather or atmosphere with an aura of (the card).

Engines
They are adept at creating elements out of thin air with an aura of (the card).

Airships
They are adept at calling others forth from any distance with an aura of (the card).

Major Arcana
They are adept at imbuing non-living items with mystical importance with an aura of (the card).

If Presence = Airships / Swords
Leviathans
They are adept at ranged weapons and trick shots with an aura of (the card).

Submersibles
They are adept at fighting with unsure footing and taking gambles with an aura of (the card).

Engines
They are adept at scribing runes onto items and seeing the unseen with an aura of (the card).

Airships
They are adept at endurance and staying healthy with an aura of (the card).

Major Arcana
They are adept at leadership in battle and finding problems that need solving with an aura of (the card).

If Presence = Major Arcana
Leviathans
They are adept at navigating controls and devices with an aura of (the card).

Submersibles
They are adept at weaving in and out of the echelons of society with an aura of (the card).

Engines
They are adept at training creatures and animals to alter behavior with an aura of (the card).

Airships
They are adept at constructing buildings and contraptions with an aura of (the card).

Major Arcana
They are adept at uncovering and deciphering various philosophies with an aura of (the card).

Following the easier example above and adding a card:
Presence = Five of Airships
Practice = XI Brazen Head

This character has a strong, imposing presence with elements of Envy and Humiliation.  They are adept at connecting with a divine power that can grant miracles in times of need with an aura of Justice and Legality.  This type of character might be a Paladin or a Lawyer that is quite proud of themselves.

Following the more difficult example above and adding a card:
Presence = Reversed XII Suspension Tank
Practice = Reversed Navigator of Leviathans

This character has a knowing, aloof presence with elements of Puppets and Martyrs.  They are adept at training creatures and animals to alter behavior with an aura of Materialistic and Lethargy.  This type of character might be a Ring Leader of a corrupt circus who hides with the clowns or a militant warlord who relies upon an intimidating presence forcing others to bend to his will.
Oracle
GM, 7 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:29
  • msg #5

Making a Character

Origins
It is a matter of perfect indifference where a thing originated; the only question is: “Is it true in and for itself?”. - Georg Wilhelm Friedrich Hegel

You will need to determine for yourself the extent to which the origins matter.  Galsworthy said, “the beginnings and endings of all human undertakings are untidy,” and such are the lives of the characters.  Even if the character tries to ignore the place from whence they came, that place will not ignore them.

Leviathans
The background will start anywhere that the people are considered the salt of the earth and have a reputation for (the card).

Submersibles
The background will start somewhere in a community on or near a body of water where most people do the same job and have a reputation for (the card).

Engines
The background will start somewhere in a major city with a very prominent temple where they were one of the huddled masses that have a reputation for (the card).

Airships
The background will start somewhere far secluded from the rest of the world where people are very few and have a reputation for (the card).

Major Arcana
The background will start somewhere where there is nobility and will either be in the employ of the nobility or a part of the family that has a reputation for (the card).

An example of an easy interpretation may be the Reversed Five of Leviathans.  This card comes with the notions of Persistence and Charity.  The background will start anywhere that the people are considered the salt of the earth and have a reputation for Persistence and Charity.  This character may find characters from their past who are still in need of charity and some that may constantly hound them for a hand out especially in the character’s success.

An example of a more difficult interpretation may be the Eight of Engines.  This card comes with the notions of Swiftness and Immediacy. The background will start somewhere in a major city with a very prominent temple where they were one of the huddled masses that have a reputation for Swiftness and Immediacy.  When the huddled masses have such a reputation, it may be at the detriment of local government.  This kind of upbringing might still be deeply ingrained in the character and inform upon the way and speed with which they make decisions.
Oracle
GM, 8 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:30
  • msg #6

Making a Character

Defense
There is no defense against reproach but obscurity. - Joseph Addison

When the character must go up against the hardships of the world, this card helps define the manner in which they deal with the mental aspects that will assault them.  Ultimately it will be some anchor of their past tied to an ideal, an object, or a fleeting emotion.

Leviathans
The character will rely most upon a sense of wonder about the natural world to keep balance with memories of (the card).

Submersibles
The character will rely most upon a sense of community for comfort and strength with memories of (the card).

Engines
The character will rely most upon a strong commitment to prior convictions and agreements with memories of (the card).

Airships
The character will rely most upon a strong and discriminate moral compass with memories of (the card).

Major Arcana
The character will rely most upon their insight into the deeper meanings of the universe with memories of (the card).

An example of an easy interpretation may be the Eight of Airships.  This card comes with the notions of Restriction and Fear.  The character will rely most upon a strong and discriminate moral compass with memories of Restriction and Fear.  Having been in situations that required the character to walk a fine line and choose wisely, they understand restrictions and the danger of crossing over the line of the law and the line of good and evil.

An example of a more difficult interpretation may be the Reversed I Technomancer.  This card comes with the notions of Arrogance and Self-doubt. The character will rely most upon their insight into the deeper meanings of the universe with memories of Arrogance and Self-doubt.  When life troubles this character, they will need to think back on times in which they thought they knew it all and their transitions into a wiser being to maintain their sanity.
Oracle
GM, 9 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:31
  • msg #7

Making a Character

Weakness
Physician of the Iron Age,
Goethe has done his pilgrimage.
He took the suffering human race,
He read each wound, each weakness clear;
And struck his finger on the place,
And said: Thou ailest here, and here! - Matthew Arnold


There is some special weakness that each of us must overcome.  It is deep, sometimes unrooted, and often hidden.  This card lays it bare for the character so that they may recognize it when it turns up and they may fear discovery because of the weakness.  Each card hints at the secret source of the flaw.

Leviathans
The character will suffer from the need of practicality over indulgence born from (the card).

Submersibles
The character will suffer the most from peer pressure or mob mentality born from (the card).

Engines
The character will suffer from losing oneself in the passion of the moment born from (the card).

Airships
The character will suffer from the need of balance even at the cost of one's own life born from (the card).

Major Arcana
The character will suffer from an overruling sense of hubris born from (the card).

An example of an easy interpretation may be the Reversed II Aviatrix.  This card comes with the notions of Psychism and Guesswork.  The character will suffer from an overruling sense of hubris born from Psychism and Guesswork.  When it comes to self-confidence this character will certainly have it in spades.  The reason for this may be subtle in some cases but when the character makes a judgement call that or estimate that tends to come out correctly, their overconfidence may get in the way of their reason.

An example of a more difficult interpretation may be the Captain of Leviathans.  This card comes with the notions of Mature and Sponsorship. The character will suffer from the need of practicality over indulgence born from Mature and Sponsorship.  While the wording is awkward it highlights that the character will find it difficult to get anything beyond what they only absolutely need.  This comes as a result of age and receiving money to purchase their needs.  Guilt may drive this character to adhere strictly to the barest essentials.
Oracle
GM, 10 posts
Controls the Cards
Not the Fate
Sat 18 Jul 2020
at 03:32
  • msg #8

Making a Character

Resources
Seek not, my soul, the life of the immortals; but enjoy to the full the resources that are within thy reach. - Pindar

The other five cards from the initial ten are the starting resources of the character.  Cards will have many uses depending on the story and the position in the narrative.  Cards in your resource pool function also as your importance in the narrative as well as containers for ideas and concepts.

Leviathans
Wealth.  The Leviathans will hold onto items that can function as currency, and these items will not have a practical value beyond trade.

Submersibles
Sustenance.  The Submersibles provides food and drink and anything else that the character needs for the body, perhaps a gulp of air when water is rising all around.  Items placed in the submersible should be consumable.

Engines
Effort.  The Engines drive effort forward.  They will often hold onto the favors that others promise to the character, but they may also hold onto promises made that must be kept for others.

Airships
Equipment.  The Airships will hold onto usable items.  While they may be tradable or consumable, often they are neither.  Equipment refers to items that have some other definite utility.

Major Arcana
Modifiers.  Not used for storage, but used to help change outcomes.  The modifiers may draw another card up or down to influence the events at hand.  The Changes may come from the notions that the cards carry, or simply from sacrificing the modifier to get that extra bit of luck or air or second of time.
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